Alchemy: At each level except 1st, your Alchemist level and Concepts Known increase as though you had gained a level in a class you already possess which provides those things. Your maximum "DC", however, only increases by 1 per level (including 1st level).

Improved Healing: You may choose to have Lyf and Deth-based effect concepts deal no damage to targets they would normally deal damage to. If you do, adding those concepts to a transmutation circle takes no time (don't count them when determining the time taken to scribe the circle). This choice is made on a circle-by-circle basis.

Long-Distance Alchemy: At level 3, when you use a move action to activate a transmutation circle, you may choose to have any other identical transmutation circle you are aware of be activated instead. Shapes that are based on the location of the caster treat the caster's location as being at the chosen transmutation circle.

Increased Healing: At level 5, all targets who are healed by one of your transmutations are healed by an additional number of points equal to your Alchemist level. At level 13, all healing caused by your transmutations is doubled, not counting the bonus healing from Increased Healing.

Lesser Cure: At level 7, creatures healed by your transmutations are also cured of all mundane poisons and diseases.

Improved Long-Distance Alchemy: At level 8, your Long-Distance Alchemy improves, allowing you to activate simple five-pointed shapes made by daggers or darts as though they were transmutation circles identical to the one you are at. You also gain the ability to throw five daggers or darts into the ground as a standard action. Treat the ground as a target with AC 5. If you don't have any daggers, you can't throw them.

Greater Cure: At level 15, creatures healed by your transmutations are also cured of all magical and supernatural poisons and diseases.